1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
|
#pragma once
#include "pch.h"
#include "dedicated.h"
#include "dedicatedmaterialsystem.h"
#include "hookutils.h"
void InitialiseDedicatedMaterialSystem(HMODULE baseAddress)
{
if (!IsDedicated())
return;
//while (!IsDebuggerPresent())
// Sleep(100);
// not using these for now since they're related to nopping renderthread/gamewindow i.e. very hard
//{
// // function that launches renderthread
// char* ptr = (char*)baseAddress + 0x87047;
// TempReadWrite rw(ptr);
//
// // make it not launch renderthread
// *ptr = (char)0x90;
// *(ptr + 1) = (char)0x90;
// *(ptr + 2) = (char)0x90;
// *(ptr + 3) = (char)0x90;
// *(ptr + 4) = (char)0x90;
// *(ptr + 5) = (char)0x90;
//}
//
//{
// // some function that waits on renderthread job
// char* ptr = (char*)baseAddress + 0x87d00;
// TempReadWrite rw(ptr);
//
// // return immediately
// *ptr = (char)0xC3;
//}
{
// CMaterialSystem::FindMaterial
char* ptr = (char*)baseAddress + 0x5F0F1;
TempReadWrite rw(ptr);
// make the game always use the error material
*ptr = 0xE9;
*(ptr + 1) = (char)0x34;
*(ptr + 2) = (char)0x03;
*(ptr + 3) = (char)0x00;
}
if (DisableDedicatedWindowCreation())
{
{
// materialsystem rpak type registrations
char* ptr = (char*)baseAddress + 0x22B5;
TempReadWrite rw(ptr);
// nop a call that crashes, not needed on dedi
*ptr = 0x90;
*(ptr + 1) = (char)0x90;
*(ptr + 2) = (char)0x90;
*(ptr + 3) = (char)0x90;
*(ptr + 4) = (char)0x90;
}
// these don't work, they cause game to hang on rpak init, needs reworking
{
// materialsystem rpak type: texture
char* ptr = (char*)baseAddress + 0x2B00;
TempReadWrite rw(ptr);
// make it return 0
// mov rax,0
*ptr = 0x48;
*(ptr + 1) = (char)0xB8;
*(ptr + 2) = (char)0x00;
*(ptr + 3) = (char)0x00;
*(ptr + 4) = (char)0x00;
*(ptr + 5) = (char)0x00;
*(ptr + 6) = (char)0x00;
*(ptr + 7) = (char)0x00;
*(ptr + 8) = (char)0x00;
*(ptr + 9) = (char)0x00;
// ret
*(ptr + 10) = (char)0xC3;
}
{
// materialsystem rpak type: material
char* ptr = (char*)baseAddress + 0x50AA0;
TempReadWrite rw(ptr);
// make it return 0
// mov rax,0
*ptr = 0x48;
*(ptr + 1) = (char)0xB8;
*(ptr + 2) = (char)0x00;
*(ptr + 3) = (char)0x00;
*(ptr + 4) = (char)0x00;
*(ptr + 5) = (char)0x00;
*(ptr + 6) = (char)0x00;
*(ptr + 7) = (char)0x00;
*(ptr + 8) = (char)0x00;
*(ptr + 9) = (char)0x00;
// ret
*(ptr + 10) = (char)0xC3;
}
{
// materialsystem rpak type: shader
char* ptr = (char*)baseAddress + 0x2850;
TempReadWrite rw(ptr);
// make it return 0
// mov rax,0
*ptr = 0x48;
*(ptr + 1) = (char)0xB8;
*(ptr + 2) = (char)0x00;
*(ptr + 3) = (char)0x00;
*(ptr + 4) = (char)0x00;
*(ptr + 5) = (char)0x00;
*(ptr + 6) = (char)0x00;
*(ptr + 7) = (char)0x00;
*(ptr + 8) = (char)0x00;
*(ptr + 9) = (char)0x00;
// ret
*(ptr + 10) = (char)0xC3;
}
{
// some renderthread stuff
char* ptr = (char*)baseAddress + 0x8C10;
TempReadWrite rw(ptr);
// call => nop
*ptr = (char)0x90;
*(ptr + 1) = (char)0x90;
}
}
}
// rpak pain
struct RpakTypeDefinition
{
int64_t magic;
char* longName;
// more fields but they don't really matter for what we use them for
};
typedef void*(*RegisterRpakTypeType)(RpakTypeDefinition* rpakStruct, unsigned int a1, unsigned int a2);
RegisterRpakTypeType RegisterRpakType;
typedef void(*RegisterMaterialSystemRpakTypes)();
void* RegisterRpakTypeHook(RpakTypeDefinition* rpakStruct, unsigned int a1, unsigned int a2)
{
// make sure this prints right
char magicName[5];
memcpy(magicName, &rpakStruct->magic, 4);
magicName[4] = 0;
spdlog::info("rpak type {} {} registered {} {}", magicName, rpakStruct->longName, a1, a2);
// reregister rpak types that aren't registered on a windowless dedi
if (IsDedicated() && DisableDedicatedWindowCreation() && rpakStruct->magic == 0x64636C72) // rlcd, this one is registered last
((RegisterMaterialSystemRpakTypes)((char*)GetModuleHandleA("materialsystem_dx11.dll") + 0x22A0))(); // slightly hellish call
return RegisterRpakType(rpakStruct, a1, a2);
}
void InitialiseDedicatedRtechGame(HMODULE baseAddress)
{
HookEnabler hook;
ENABLER_CREATEHOOK(hook, (char*)GetModuleHandleA("rtech_game.dll") + 0x7BE0, &RegisterRpakTypeHook, reinterpret_cast<LPVOID*>(&RegisterRpakType));
if (!IsDedicated())
return;
}
|